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Richma
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Saturday, December 31, 2011
NikhilR wrote : that's a much better head.
The subdivision surface modifier will add a lot of polys to your model though. Its mainly used for high poly modelling.
At this stage you should load in one of the ZEQ2 character heads and compare the topology, particularly in the area of the mouth nose and chin.
A low poly model would not require the subdivision surface modifier, since it will add a lot of resolution (polys)
use smoothing groups (3ds max) instead on the low poly model to round hard edges (after you're done with the modelling process)
I'm not sure what the blender equivalent to smoothing groups is though.
Also its important to have a reference handy when you're starting into character modelling,
use the orthographic views to align the vertices with the borders of the 2D drawing (front and side view) (which you apply to a plane in the background.)
okay, thank you, that head on picture is not finished I just did the head shape, nose, mouth and eyes, but I have to go ingame and see how the characters face/head look there.
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NikhilR
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Saturday, December 31, 2011
No need to go in game, download this file.
Its Vegeta's head same as the one in the ZEQ2 folder.
I've removed the tris, so you can see the polygon layout in the face. Ignore the missing hair though.
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Richma
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Saturday, December 31, 2011
NikhilR wrote : No need to go in game, download this file.
Its Vegeta's head same as the one in the ZEQ2 folder.
I've removed the tris, so you can see the polygon layout in the face. Ignore the missing hair though. okay, I hope I can open it with blender
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ivanhoeGT
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Saturday, December 31, 2011
Richma wrote : NikhilR wrote : No need to go in game, download this file.
Its Vegeta's head same as the one in the ZEQ2 folder.
I've removed the tris, so you can see the polygon layout in the face. Ignore the missing hair though. okay, I hope I can open it with blender
Of course you can,it's in .obj file so blender can open it
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ivanhoeGT
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Saturday, December 31, 2011
Hey guys I have a question here.How do you move tag by using Misfit Model 3D?
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JayREEZY
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Sunday, January 01, 2012
ivanhoeGT wrote : Hey guys I have a question here.How do you move tag by using Misfit Model 3D?
In Misfit Model, they aren't referred to as tags anymore. Instead they are called points, and points can be selected by pressing T,
However, if you leave animation mode, you can see all the tags by name if you select them.
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ivanhoeGT
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Sunday, January 01, 2012
JayREEZY wrote : ivanhoeGT wrote : Hey guys I have a question here.How do you move tag by using Misfit Model 3D?
In Misfit Model, they aren't referred to as tags anymore. Instead they are called points, and points can be selected by pressing T,
However, if you leave animation mode, you can see all the tags by name if you select them.
How about tag for a beam?
And thanks for the help
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Shenku
RiO Incarnate
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Sunday, January 01, 2012
ivanhoeGT wrote : JayREEZY wrote : ivanhoeGT wrote : Hey guys I have a question here.How do you move tag by using Misfit Model 3D?
In Misfit Model, they aren't referred to as tags anymore. Instead they are called points, and points can be selected by pressing T,
However, if you leave animation mode, you can see all the tags by name if you select them.
How about tag for a beam?
And thanks for the help
Using what Jay said about how to see which is which, look for one called tag_weapon(usually parented to the right hand, or the one farthest out in front of the character, depending on their attack animations). It's the one that handles most attacks, unless otherwise specified in the attack files(the default.grfx or default.phys file, can't remember which off hand...).
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ivanhoeGT
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Sunday, January 01, 2012
Shenku wrote : ivanhoeGT wrote : JayREEZY wrote : ivanhoeGT wrote : Hey guys I have a question here.How do you move tag by using Misfit Model 3D?
In Misfit Model, they aren't referred to as tags anymore. Instead they are called points, and points can be selected by pressing T,
However, if you leave animation mode, you can see all the tags by name if you select them.
How about tag for a beam?
And thanks for the help
Using what Jay said about how to see which is which, look for one called tag_weapon(usually parented to the right hand, or the one farthest out in front of the character, depending on their attack animations). It's the one that handles most attacks, unless otherwise specified in the attack files(the default.grfx or default.phys file, can't remember which off hand...).
Thank you very much you both...I apriciate your help very much
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Richma
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Wednesday, February 01, 2012
Guys what do you think about this?
I worked on it for 3 hours
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JayREEZY
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Wednesday, February 01, 2012
It looks extremely high poly, no wonder it took 3 hours
[img]http://www.ZEQ2.com/lite/forums/download.php?id=16600[/img]
Anyway, congratulations Richma on your newfound modelling skills.
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ivanhoeGT
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Thursday, February 02, 2012
good one richma,Great start
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Richma
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Thursday, February 02, 2012
Thanks mate I don't know how to create a model in dragonball style
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Linkxp500
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Thursday, February 02, 2012
Richma wrote : Thanks mate I don't know how to create a model in dragonball style :*laughing out loud*:
Hehe, no one starts out that way. I can't even draw a decent cartoon that has consistent proportions, much less anime or modelling.
Tomorrow, however, I will look at TRL's tutorial about texturing; Epic hasn't stop pestering me about that.
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Anoxable
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Thursday, February 02, 2012
Linkxp500 wrote : Richma wrote : Thanks mate I don't know how to create a model in dragonball style :*laughing out loud*:
Hehe, no one starts out that way. I can't even draw a decent cartoon that has consistent proportions, much less anime or modelling.
Tomorrow, however, I will look at TRL's tutorial about texturing; Epic hasn't stop pestering me about that. 
Yep,and I am still waiting
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